When comparing Godot vs CopperCube, the Slant community recommends Godot for most people. In the question“What are the best 3D game engines?”Godot is ranked 3rd while CopperCube is ranked 40th. The most important reason people chose Godot is:

Pros

Pro

Integrated animation editor

Every property can be animated.

Pro

Unified game editor interface

All the game developing work is done inside one program: the engine editor. This feature is something only high end engines have. Even the scripting is done in the same program. No need for Eclipse or other front end editors.

Pro

Can be deployed to multiple platforms

Pro

Under constant development

This engine barely released one year ago has more than 1000 forks on github and about 100 developers. Not only that just a bit of browsing trough issues you will quickly find out the dev community loves new esp free technology and does not shy away from completely rewriting parts of the engine. The audio engine is being completely rewritten to use threads and so forth.

Pro

Free and open source

Pro

Instancing and node concept makes sense

The node and the instancing concept work very well and helps developers to structure content efficiently.

Pro

Easy to learn scripting language

Godot has their own scripting language called GDscript. The scripting language is easy to learn with python-like format, but it is not python. More like a mix of Javascript, PHP, C++. It's very powerful, easy to learn, and it's free of unnecessary things because it's designed for this purpose.

It can be used to add custom behaviors to any object by extending it with scripting, using the built-in editor with syntax highlighting and code completion.

A built-in debugger with breakpoints and stepping can be used and graphs for possible bottlenecks can be checked.

Pro

Editor and runtime are fully cross-platform

You can run Godot on all 3 major operating systems (Windows/Mac/Linux) and build your game to all available platforms from each without any platform-specific work needed. All platforms including Linux are supported first class.

Pro

Lightweight

The executable is portable and less than 40 MB in size.

Pro

Fun to use

An important aspect that can't be grasped without using the engine for a few days. The Interface is evolving nicely and making games is just fun.

Pro

User friendly UI for all your team

Non-programmers (musicians, artists, etc) can join the development easily.

Pro

The list of supported languages is growing

Officially, Godot supported languages for now will be GDScript, C#(Mono), VisualScript and C++.

Pro

Drag & drop interface

Many parts of the editor allow you to drag & drop, which makes working with assets and scene trees a joy.

Pro

Internationalization of the editor

Pro

Friendly towards Version Control Systems

The engine is build not only to support version control but to really use it. Scene files for example which usually get compiled into some sort of unreadable data stay in a text format - that way you can actually see your changes in a version control system like Git.

Pro

Really good community

The community is great and really cares about the engine. It is easy to get help and to be part of Godot's future.

Pro

Available on Steam

CopperCube is available on Steam It was Greenlit.

Pro

Allows creating 3D apps and games without programming

Pro

Easy to learn and to use

Pro

Native WebGL support

Can create 3D games as real WebGL apps, running inside websites. Doesn't use a cross compiler, so WebGL apps are small and download quickly.

Pro

Good 3D editor

Includes easy to use 3D editor for quickly clicking together 3D games.

Pro

Exports to irrlicht

It was also written by the founder of irrlicht, although it is not open source.

Pro

Good terrain editor

CopperCube includes a terrain editor. Terrain can be drawn with height painting tools directly in the editor, textures can be painted quickly with automatic texture blending into the terrain. There are also tools for placing grass and bushes, and for distributing meshes automatically over the terrain.

Pro

Fast prototyping

You can quickly develop an experimental working model of the product (prototype), because the engine gives you access to a lot of prefabs, plugins and settings. And, you can use the visual programming to speed up the process, even if later you have to write code in order to improve the final product.

Pro

Oculus Rift support

Supports both DK2 and DK1.

Cons

Con

Tileset management could be more efficient

The tileset creation and management is lacking common features found in more developed tileset managers. However, it features support for Tiled - the only downside being that it is an external program.

Con

No built-in way to import atlases

Godot does not have an easy and automatic way to import atlases created by other tools. However, there are plugins that can be used to import atlases from other engines.

Con

Very bad documentation

The documentation is poorly written, and has very few examples of real application and even fewer design guidelines about how to program a game in the engine.

Con

2DPhysics is weak compared to Box2d

Box2d has much more features.

Con

NoAdmob or other AdNetwork support

Godot has no native support for implementing advertisements into your game.

Con

OSX app is a mess

Instead of one contained folder/file with an icon per normal it is a mess of files which is not at all suitable or distributable without further work after every compilation.

Con

Difficult to optimize

Godot has an OOP architecture. Everything is an object internally and data is spread among many classes, thus it's difficult to optimize (i.e. not cache friendly, difficuly to vectorize or paralellize, etc).Read about "Data Oriented Design" for more info about the problems and solutions.